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D&D 5E New L&L is up

My guess?

Drow Faerie Fire in Basic is just a drow racial ability, something only drow can do, not a spell any spellcaster can learn. So it'll be in drow monster statblocks, but not as a spell reference just as A Thing They Can Do.

Seeing as I have the Starter Set, and there is a drow in the adventure, they have faerie fire, and there is no description of it anywhere I can find.
 

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Sure, there's plenty of inspiration; I think what Ruin Explorer is objecting to is the idea that you can calculate inspiration by working out the number of mechanical combinations. If I have already played an elf wizard acolyte and a dwarf wizard acolyte and a human wizard acolyte, the prospect of playing a halfling wizard acolyte is not likely to fire my imagination with new ideas. A halfling rogue soldier, now, that's new and different.

I'd say that's a pretty wilfully bizarre interpretation of what I was saying. I was never suggesting that any one person would play all 80 (or 140) combinations.
 


The point of the math isn't that one player can play 140 characters (or whatever it works out to) but that individual players at the table have a lot of room for differentiation. (Presumably no one is going to create every possible race/class/background combination for play, even in this stripped down version of the rules.)

It's plenty of options to get folks started, but not to much that they won't be tempted to buy the PHB if they enjoy playing and want more options.

EDIT: Ninja'd.

Thank you. It's about the size of the possibility space. And for those arguing that you don't need backgrounds to come up with a wide variety of character concepts: of course you don't, but they can certainly help you come up with a concept you wouldn't otherwise have thought of. The ability to throw together an unlikely combination of class and background for an instantly less generic character is the biggest innovation in D&D character creation since I started playing twenty-odd years ago (IMO).
 
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It looks like they updated the spell list from last night, adding the spells from the starter set and putting hold person on the wizard list. Antimagic field, astral projection and gate were still left off the wizard list, though, which has me worried that their omission was intentional. I noticed that wizards have exactly zero planar travel options. Apparently, high level wizards that want to explore other planes now have to beg clerics to open gates for them. :hmm:
 


I tried to rattle rattlers....but then things got all Appalachian.....

[video=youtube;-t4rYy8766k]http://www.youtube.com/watch?feature=player_detailpage&v=-t4rYy8766k#t=42[/video]
 

It looks like they updated the spell list from last night, adding the spells from the starter set and putting hold person on the wizard list. Antimagic field, astral projection and gate were still left off the wizard list, though, which has me worried that their omission was intentional. I noticed that wizards have exactly zero planar travel options. Apparently, high level wizards that want to explore other planes now have to beg clerics to open gates for them. :hmm:
Or, y'know, buy the PHB for the extra spells.
 

Seeing as I have the Starter Set, and there is a drow in the adventure, they have faerie fire, and there is no description of it anywhere I can find.
Likely a spell that didn't make it into the Starter Set.
Do you use Twitter? I'd tweet Mearls and see if it can be added to Basic.

D&D5 Monsters do seem to have the problem of 4e where monster abilities are not described.
 

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